ViveSoftware / ViveInputUtility-Unity

A toolkit that helps developing/prototyping VR apps.
http://u3d.as/uF7
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Quest button state not tracking properly #142

Closed wirelessdreamer closed 4 years ago

wirelessdreamer commented 4 years ago

Logcat results from button presses

2019-09-23 13:24:45.725 11379-11379/com.Test.test W/InputDeviceManager: SetRemoteLatchedButtonState: failed to find device d5cee8ddffffffff

This is using the B button. Code works fine on Rift S, on quest it does not.

This was a workaround I tried because GetPress was experiencing the above issue, so the button i had bound to move wasn't working.

Related code:

    if (ViveInput.GetPressDown(viveRole, moveButton)){
        Debug.Log("moving");
        moveState = true;
    }

    if(ViveInput.GetPressUp(viveRole, moveButton)) {
        Debug.Log("not moving");
        moveState = false;
    }

    Move(moveState); // Move must be called every frame
chengnay commented 4 years ago

@wirelessdreamer Which version of Unity, Oculus SDK and VIU you're using? Also please provide Oculus App version too, Go to Oculus App>Settings>General, and scroll to the bottom.

chengnay commented 4 years ago

@wirelessdreamer Which button you use for moveButton? For B button, it should be ControllerButton.Menu. Could you provide a sample project that shows B button is not working on Quest? I tried on my side using VIU example scene and it is working.

wirelessdreamer commented 4 years ago

With current updated libraries and packages I'm not longer seeing this. I'm not sure what the cause was, but its not a VIU issue.